Systems and methods for gestural detection and control in immersive and interactive flume swimming pools

ABSTRACT

Systems and methods for detecting gestures of a swimmer in an aquatic environment such as a flume pool. In one embodiment, a pool system includes a set of cameras, one of which is overhead camera positioned above the water in the pool to capture images of a swimmer. The system also includes computer processors, such as a GPU, CPU, and game engine which implement a computer vision platform. The processors are configured to receive images from the cameras, determine the swimmer&#39;s body position from the images, detect a defined gesture in the swimmer&#39;s body position, and in response to detecting the defined gesture, invoking a corresponding control operation of the flume pool, such as controlling water flow through the pool or updating an interface display which is projected onto the interior surfaces of the pool.

RELATED APPLICATIONS

This application claims priority under 35 U.S.C. § 119(e) to U.S.Provisional Application No. 63/012,871, entitled “Immersive andInteractive Flume Swimming Pool/Spa and Training Software and Facility”,filed Apr. 20, 2020, which is fully incorporated herein by reference forall purposes.

TECHNICAL FIELD

This invention relates generally to the field of computer vision andmore particularly systems and methods for detecting the position andmovements of a user's body in an aquatic environment and interpretingand analyzing this information for use in controlling or enhancing theaquatic environment.

BACKGROUND

Swimming is one of the most popular, healthy and entertaining activitiesfor youths in the United States, but this participation dropssignificantly for adults. For many, this is because swimming is boring,isolating, and inaccessible. Participation in swimming relatedactivities would likely increase substantially if it were possible toprovide better access to pools, an enhanced sense of enjoyment ofswimming and a sense of belonging to group or swimming community.

Flume swimming pools/spas are small pools or spas which have pumpsystems that recirculate water through the pool/spa from one end to theother in order to create a water current through the pool/spa. A swimmerusing one of these pools/spas can therefore swim in the current whileremaining substantially stationary within the pool/spa. This allows theswimmer to swim for what is the equivalent of tens or hundreds of meterswithout leaving the confines of the pool/spa which is only severalmeters long.

While flume swimming pools/spas may increase the accessibility ofswimming and provide increased opportunities for exercise, the fact thatthe swimming experience occurs within the confines of a relativelysmall, unchanging space may cause the swimmer to find the experienceboring or isolating. It would therefore be desirable to provideimprovements to flume swimming pools/spas which make them moreenjoyable, more capable of providing coaching support, more entertainingand/or more useful.

SUMMARY

Embodiments and the various features and advantageous details thereofare explained more fully with reference to the non-limiting embodimentsthat are illustrated in the accompanying drawings and detailed in thefollowing description. Descriptions of well-known starting materials,processing techniques, components and equipment are omitted so as not tounnecessarily obscure the embodiments in detail. It should beunderstood, however, that the detailed description and the specificexamples are given by way of illustration only and not by way oflimitation. Various substitutions, modifications, additions and/orrearrangements within the spirit and/or scope of the underlyinginventive concept will become apparent to those skilled in the art fromthis disclosure.

The systems and methods disclosed herein are used to provide a uniqueimmersive, multi-sensorial experience that can increase people'senjoyment of swimming and recapture the sense of joy they had whileswimming as children. Disclosed embodiments incorporate elementsallowing users to participate, both remotely and on site, in activitiesranging from competition to training to physical rehabilitation underthe guidance of coaches, physicians and other professionals. Thesesystems and methods can therefore connect like-minded and similarlysituated users to create a larger sense of community.

One embodiment comprises a system implemented in a flume pool fordetecting gestures of a swimmer. The system includes a set of cameras,at least one of which is overhead camera positioned above the water inthe pool to capture images of a swimmer. The system also includescomputer processors, such as a GPU, CPU, and game engine which implementa computer vision platform. The processors are configured to receiveimages from the cameras, determine the swimmer's body position from theimages, detect a defined gesture in the swimmer's body position, and inresponse to detecting the defined gesture, invoking a correspondingcontrol operation of the flume pool, such as controlling water flowthrough the pool or updating an interface display which is projectedonto the interior surfaces of the pool.

In some embodiments, the set of computer processors includes a graphicsprocessing GPU which executes a computer vision platform and isconfigured to determine the swimmer's body position from the imagesreceived from the cameras, and to generate corresponding skeletal bodyposition data. The computer processors may further execute a game enginewhich is configured to receive the skeletal body position data from theGPU, identify the defined gesture from the skeletal body position data,and generate one or more control outputs corresponding to the definedgesture. The control outputs may be provided, for instance, to a flowcontroller of the pool, or to a graphics controller of an in-pooldisplay system. In some embodiments, the set of computer processorsfurther includes a CPU which is configured to transfer data betweencomponents of the system, such as transferring skeletal body positiondata from the GPU to the game engine, or transferring control outputsfrom the game engine to the control or display systems of the pool.

In some embodiments, the set of cameras includes one or morebelow-surface cameras positioned below the water level of the pool andconfigured to capture images of the swimmer's body in the pool withoutthe distortions that are caused in the overhead cameras' images bysurface disturbances (at the air-water interface). The below-surfacecameras may be configured to capture more detailed, close-up images ofthe swimmer and may focus a portion of the swimmer's body (e.g., hands,arms, face, etc.) The GPU may be configured to determine the bodyposition using the images captured by the overhead camera as a primarydata reference and, when the GPU is unable to determine the bodyposition based on the overhead camera images, determine the bodyposition using the images captured by the below-surface camera as asecondary data reference.

The system may be configured to detect a number of custom gestures thatare defined in the computer vision or game engine components of thesystem, such as a movement or position of the swimmer's head, hand orarm. Each of the custom gestures is interpreted as a correspondingcontrol input or interaction as defined by the computer vision or gameengine components. The detected custom gestures may be used as inputs tothe system which cause corresponding actions by the system. Forinstance, a gesture may cause a control operation such as changing arate at which water is circulated through the pool (e.g., pausing orresuming the water flow), or pausing/resuming an interactive experiencewhich is projected by the display system onto the interior surfaces ofthe pool.

In some embodiments, the system includes a user interface which isconfigured to display a real time image of the swimmer overlaid with oneor more coaching/training indicators. These coaching/training indicatorsmay, for example, indicate an actual position of a part of the swimmer'sbody in relation to a desired position of the part of the swimmer's bodyto provide feedback to the swimmer for improving the mechanics of theirstroke. The system may also track the swimmer's activity based on thedetected body position over time, and may maintain one or morecumulative performance metrics that can be displayed to the swimmer viaan in-pool display.

Numerous alternative embodiments may be possible.

The embodiments disclosed herein provide a number of advantages overexisting systems and methods. The computer vision platform is speciallytrained to interpret the movement and form of a person in an aquaticenvironment in order to enable human-to-computer interaction, and toacquire meaningful data of the swimmer's movement. The system can detecta custom gesture that is initiated by a user while swimming so the usercan order the computer to execute a command (e.g., make a selection,pause a video, etc.) The system can also help swimmers improve theirswimming technique through a visual interface that adjusts based on theswimmer's real time body movement. Further, the system can collectmovement data in real time that accumulates meaningful swimming metricsfor the swimmer over time.

These, and other, aspects of the disclosure will be better appreciatedand understood when considered in conjunction with the followingdescription and the accompanying drawings. It should be understood,however, that the following description, while indicating variousembodiments of the disclosure and numerous specific details thereof, isgiven by way of illustration and not of limitation. Many substitutions,modifications, additions, or rearrangements may be made within the scopeof the disclosure without departing from the spirit thereof, and thedisclosure includes all such substitutions, modifications, additions, orrearrangements.

BRIEF DESCRIPTION OF THE DRAWINGS

The drawings accompanying and forming part of this specification areincluded to depict certain aspects of the disclosure. It should be notedthat the features illustrated in the drawings are not necessarily drawnto scale. A more complete understanding of the disclosure and theadvantages thereof may be acquired by referring to the followingdescription, taken in conjunction with the accompanying drawings inwhich like reference numbers indicate like features.

FIG. 1 is a diagram illustrating an exemplary flume pool/spa system inaccordance with some embodiments.

FIG. 2 is a block diagram illustrating the flow of information betweencomponents of the exemplary pool system in accordance with someembodiments.

FIG. 3 is a diagram illustrating the identification of a swimmer's bodyposition in an image received from one of the overhead cameras inaccordance with some embodiments.

FIGS. 4A-4B are diagrams illustrating examples of gestures/actions of auser to control the operation of a flume swimming pool in accordancewith some embodiments.

FIGS. 5A-5E are diagrams illustrating several additional examples ofgestures which may be made by a user/swimmer to provide control inputsfor the pool system in accordance with some embodiments.

FIG. 6 is a flow diagram illustrating the operation of the computervision platform and game engine in relation to tracking the performanceof the swimmer in accordance with some embodiments.

FIG. 7 is a state diagram illustrating a process for counting strokes inaccordance with some embodiments.

FIG. 8 is a diagram illustrating an interface display which is generatedby a game engine in accordance with some embodiments.

FIG. 9 is a diagram illustrating an interface for displaying performancemetrics to a user in accordance with some embodiments.

FIG. 10 is a diagram illustrating a coaching/training interface whichassists a user/swimmer in correcting or improving their stroke inaccordance with some embodiments.

DETAILED DESCRIPTION

Embodiments and the various features and advantageous details thereofare explained more fully with reference to the non-limiting embodimentsthat are illustrated in the accompanying drawings and detailed in thefollowing description. Descriptions of well-known starting materials,processing techniques, components and equipment are omitted so as not tounnecessarily obscure the embodiments in detail. It should beunderstood, however, that the detailed description and the specificexamples are given by way of illustration only and not by way oflimitation. Various substitutions, modifications, additions and/orrearrangements within the spirit and/or scope of the underlyinginventive concept will become apparent to those skilled in the art fromthis disclosure.

Embodiments of the present invention include systems and methods fordetecting, interpreting and responding to a user's gestural movementswithin an aquatic environment. In aquatic environments where people aresubmerged or swimming, existing computer vision software systems areunable to consistently track the person's body position and movementswith regularity. In some cases, the existing systems are unable to trackthe person at all. As a result, people in these aquatic environmentscan't communicate with a computer through a using their movements (e.g.,gestures of the head or hands). Additionally, the computer cannotprovide real time tracking or analysis of the person's body movements(e.g., to count or analyze a swimmer's strokes).

Embodiments disclosed herein enable the detection and interpretation ofa user's movements in an aquatic environment such as a flume swimmingpool/spa. These embodiments allow the user to make gestures with theirbody, which are detected and interpreted as inputs to a computer controlsystem that is integrated with the pool/spa. These inputs may be used tocontrol the operation of the pool/spa (e.g., changing the flow of waterthrough the pool/spa) or to generate visual displays that are presentedto the user. The computer system may also be configured to analyze theuser's body movements to track or analyze the user's activity (e.g.,counting strokes or computing an effective distance traveled), providereal time feedback to the user (e.g., guidance for adjusting theswimmer's stroke), interact with other users (e.g., virtually competewith other swimmers using similar network-connected pools/spas), etc.

One embodiment of the present invention is a flume swimming pool/spasystem. For purposes of brevity, this may be referred to simply as apool. It should be noted that this system is provided as an example, andalternative embodiments may be implemented in other types of aquaticenvironments as well, such as larger pools or bodies of water which mayor may not have flume functions. The exemplary pool incorporates a setof cameras that capture image data of a swimmer in the pool, a set ofcomputer processors that receive image data from the cameras, interpretthe image data to identify gestural movements of the swimmer, andgenerate outputs that may control the pool, display output informationto the swimmer, or monitor the swimmer's activity.

The set of cameras may include, for example, overhead cameras which arepositioned above the swimmer and subsurface cameras which are positionedbelow the surface of the water in the pool. The overhead cameras arepositioned above the surface of the water and may be configured tocapture images (still or video) of the swimmer's entire body. Becausethe cameras are above the surface of the water, disturbances at thesurface (i.e., at the air-water interface) may distort the image andimpede accurate recognition of the body's position. The use of multipleoverhead cameras may improve the capability of accurately determiningthe body position. Because the subsurface cameras do not view the bodythrough the air-water interface, they are not subject to this distortionand provide another source of image data which helps to accuratelyidentify the swimmer's body position. Furthermore, the subsurfacecameras may be configured to capture images of only a portion of thebody, which allows more detail to be captured. For instance, asubsurface camera may be positioned to capture images of the swimmer'shead/face, arms and/or hands so that more detailed image data isavailable for identification of head and hand gestures.

The computer processors may include, for example, a set of processorsthat may be configured to handle specific functions of the system. Inone embodiment, the system includes a graphics processing unit (GPU), acentral processing unit (CPU) and a game engine. In this embodiment, theCPU handles the movement of data between the other components of thesystem (e.g., from the camera to the GPU, from the GPU to the gameengine, etc.) The GPU is a specialized processor that is configured toreceive the raw image data from the cameras and to generate bodyposition data from the images. The body position data is then providedto the game engine, which is configured to interpret this data. Theinterpretation may include identifying gestures that are contained inthe images, as well as identifying movements and activity represented bythe images. The gestures and/or activity interpreted by the game engineis then used to generate outputs which drive a display which ispresented to the swimmer and/or control the operation of the pool.

The present embodiment's computer vision and game engine are used tounderstand the user's interactions with the system (i.e. directives tothe computer), as well as to understand the user's state of health. Asan example of an interaction, the computer vision implemented in thesystem's GPU detects if a user has chosen to move to the left in anenvironment, or has requested the pool to increase its flow speed oraccept a request to compete in a shared real-time workout from anotherconnected pool. As an example of detecting a user's state of health, thecomputer vision application executing on the GPU detects if a user is indistress and automatically sends an alert for help and controls the poolitself to begin a rapid response draining of the pool. The computervision application and game engine also allow remote monitoring andassessment of each user without the necessity of physical, on sitepresence. Information acquired by the system's cameras may also beshared with complimentary technologies of the system to maximizemonitoring accuracy and user safety.

The swimming pool/spa system can enhance the swimming experience bydisplaying to the user/swimmer (e.g., via ultra short throw digitallaser projectors) real or fictional worlds which evolve and are altered,both visually and tactically, based on user input. For example, anapplication may control the flow of water through the pool enclosure toallow the user to swim, while at the same time presenting video of aswimming experience (e.g., swimming in an open-water environment such asa coral reef world) in synchronization with the water flow to simulatethe real-life experience. This is enabled by using the multi-camerasystem to capture images of the swimmer, interpreting the capturedimages to determine the body position of the swimmer, analyzing theswimmer's body position to detect gestures and actions of the swimmer,and controlling the operation of the pool system in response to thedetected gestures and actions. The gestures (e.g., nodding the head ormaking a closed first) may be provided as user inputs to the system,starting and stopping applications and water flow, providing input to anapplication, adjusting projected displays, etc. Actions which are notgestures (e.g., swimming) are monitored and may be tracked (e.g.,counting the number of strokes, or maintaining a distance traveled) oranalyzed (e.g., determining whether the swimmer is using proper form).The gestures and actions may also affect the user experience presentedby the pool. For instance, Users may receive feedback while using thesystem to enhance sensation and stimulus based upon the feedbackprovided. For instance, the gaming engine may activate the pool torelease bubbles to simulate brushing up against a whale.

Embodiments disclosed herein can also provide features such as UserDetection, Personal Identification of Users, Monitoring and Respondingto users, providing Exercise Modules, interconnecting pools, enablingcustom experience designs, collecting data, identifying system status,and detecting emergencies. These features are described in more detailbelow.

User Detection. Embodiments disclosed herein can detect if a user is inthe pool, where the user is in the pool and what the activity ormovement is occurring, such the speed and location of the user, durationof particular activities, nature and duration of specific physicalactivities and gestures. This is made possible by using a combination ofa camera array around and within the pool. All of the camera's feeds aredelivered to two different artificial intelligence software platformsfor real-time analysis. One is a complete computer vision platform thatdetects and recognizes a human's movement. It then layers and skeletallymaps that movement, helping the system understand where an individual'slimbs and body is. Basic gestural movements detected by the computervision platform are interpreted as inputs (e.g. such as “select thisbutton,” stand-up to stop the pool flow, etc.) The image/video feedsfrom the cameras are also provided to software which interprets thatdata and makes sense of it for deeper physiological analysis. Forexample, this software may determine the number of strokes performed bythe swimmer and its stroke force velocity.

Monitor and Respond. The present embodiments may monitor, record andrespond to a user, including recognition of the user, recognizingphysical movements, analyzing speed, angle and velocity of the user,monitoring and recognizing various input requests (i.e. interactions)provided by the user, and monitoring and recognizing emergencysituations. This is enabled by taking the footage of the live feeds ofthe camera array system and analyzing it in real time with the computervision platform, which provides the system with the capability toanalyze the swimmer as well as utilize the swimmer as a game controller.For the game controller aspect, the swimmer will have been trained ongestures that the computer recognizes as inputs, which the computer canthen use as decisions to adjust aspects of the overall system (e.g.speed of water flow, what to display through the projectors, making aselection within a graphical user interface, etc.)

Exercise Modules. Some embodiments use dynamic training modules that canautomatically change the speed of the water current while the user isswimming in order to adjust to the desire speed of the user. Theseembodiments feature pre-programmed workouts for beginner, intermediateand advanced levels using exercise modules ranging from high-impacttraining conditions to slow cool-down speeds. The pre-programmedworkouts contain software that alerts and controls the speed of themotor. If there is no preprogrammed speed for a workout routine, thecomputer uses the camera array and the computer vision platform todetect swimmers movement and speed, which then reports back to thecomputer to determine the appropriate speed for the motor to deliverflow. The computer will then make automatic adjustments to the motor'sVFD to allocate the proper speed of the water flow.

Connected Pools. The system digitally connects to the cloud, enablingusers to interact with other users and facilitators, which is helpful inenabling and facilitating various competitive, coaching andrehabilitative scenarios.

Custom Experience Designs. Users or game developers can design customworlds and respective physical activities within the pool system.

Data Collection. Some embodiments collect, store and analyze data foreach user, tracking fitness progress with metrics like distance,calories, time, etc. The user can choose to access and activate theirdata in order to generate more personalized and predictive environments,responses/feedback and ability to share data with other users. The datacan also be utilized by therapists, physicians and coaches in assessingthe user's progress and adjusting routines or techniques based on thisdigital feedback. The computer software can recommend workouts ortraining regimens for the swimmer based on an analysis of their previousworkout history, stroke analysis (accomplished via computer vision), andgoals. The software then pairs them with the most relevant workouts ortraining regimes.

System Status. Some embodiments communicate and detail their history,repairs, problems, updates, etc. to people researching, diagnosing,repairing or buying or selling the system.

Emergency Detection. Some embodiments detect stress and emergencyrelated events and alert appropriate persons, including 911, andinitiate immediate safety protocols (e.g. rapid auto-draining of apool).

Referring to FIG. 1, an exemplary flume pool/spa system in accordancewith some embodiments is shown. In this embodiment, the pool system 100is integrated into a pool enclosure 102 which is partially filled withwater, forming an aquatic environment. Pool enclosure 102 has a waterpropulsion or recirculation system that circulates water through theenclosure, creating a water current within the enclosure that allows auser/swimmer to swim in the pool while remaining substantiallystationary. The water recirculation system includes a pumping system(not explicitly depicted in the figure) which pumps water into enclosure102 at flowhead 104. Water flows through enclosure 102 and the naturalflow of the water causes it to exit the enclosure through an outlet (notshown in the figure) at a rearward end of the enclosure. Water at theoutlet is then drawn back to flowhead 104, which pushes the water backinto the enclosure. The specific details of the basic recirculationfunctions of the water recirculation system are not described in detailhere, since they are not important the invention.

Pool system 100 includes a series of cameras that are used to captureimages of the swimmer within the aquatic environment of the pool. Inthis embodiment, the series of cameras includes two overhead cameras 106a and 106 b. These cameras are positioned to capture images of theswimmer from above the surface of the water. In some embodiments, one ormore of the overhead cameras has a field-of-view which is sufficientlywide to capture images of the swimmer's entire body. The images from theoverhead cameras therefore allow subsequent processing to determine theposition of the swimmer's entire body (including head, arms, hands,legs, feet) for purposes of analysis.

It should be noted that, when a common reference number is used with analphabetic character to indicate components of the system (e.g.,overhead cameras 106 a and 106 b), the common reference number may beused herein without the alphabetic character to collectively indicatethe set of components that use the common reference number, or toindicate any one of the components using the common reference number(e.g., “overhead cameras 106” refers to both camera 106 a and camera 106b, and “overhead camera 106” refers to either of camera 106 a and camera106).

The series of cameras incorporated into system 100 also includes one ormore subsurface cameras 108 a-108 c. As depicted in FIG. 1, thisembodiment actually has windows in the walls and floor of enclosure 102through which subsurface cameras view the swimmer. The camerasthemselves are positioned behind these windows (e.g., at the exterior ofenclosure 102). It should be understood that that other embodiments mayalternatively use other configurations for the subsurface cameras, suchas using cameras that can themselves be positioned within the waterinside the enclosure.

Subsurface cameras 108 are provided for several reasons. For instance,each of these subsurface cameras provides a different view of theswimmer that is not available to overhead cameras 106 (e.g., thesecameras may provide a view of the swimmer's face). Additionally, theview of the swimmer from subsurface cameras 108 is not interrupted bythe air-water interface (i.e., the surface of the water) andconsequently is not subject to the distortions that may arise fromdisturbances at this interface (e.g., waves on the water's surface).Still further, subsurface cameras 108 may have a smaller field-of-viewthan overhead cameras 106 to provide a more close-up view of particularparts of the swimmer's body in order to provide greater image detail foranalysis of the swimmer's body position and gestures. For example,subsurface camera 108 b may provide a close-up view of the swimmer'shead to enable improved detection of facial expressions and gestures ofthe head (e.g., shaking or nodding the head), while subsurface cameras108 a and 108 c may provide a close-up view of the swimmer's arms andhands to allow better recognition of arm and gestures. All of thecameras in their respective positions also provide additional and/orimproved image data for analysis of the swimmer's body position forpurposes of movement/performance analysis.

Each of overhead cameras 106 and subsurface cameras 108 is connected toa computer system 110. Raw image data is conveyed by each of the camerasfor processing by the computer system, which may contain one or moreprocessors that are configured to process and interpret the data.Computer system 110 may, for example, include a GPU that is specificallyconfigured to examine the image data and to identify the position of theswimmer's body, including the positions of skeletal joints, arms, hands,fingers, etc. within the images captured by the cameras. In oneembodiment, the GPU executes a computer vision application whichperforms this function.

The body position information which is generated by the GPU is thenoutput to a game engine in the computer system which is configured todetermine whether the swimmer's body position and/or changes in the bodyposition from image to image over time represents a gesture made by theswimmer. The game engine may be programmed to take preprogrammed actionsin response to the identification of corresponding gestures or bodypositions that are identified in the received position information. Forinstance, if the swimmer stops swimming and stands up in the poolenclosure, the game engine may generate a control output which stops therecirculation of water through the pool enclosure, and may further pausean application (e.g., for playback of video) which is currently in useby the swimmer.

Computer system 110 is additionally connected to a controller for thewater recirculation system so that, as noted above, the recirculation ofthe water through pool enclosure 102 can be controlled in accordancewith the gestures of the swimmer in the enclosure. Further, computersystem 110 is connected to a display system that is integrated into thepool enclosure. These projectors receive display images generated by thegame engine for display to the swimmer. In one embodiment, a pair ofprojectors 112 a, 112 b are positioned on each side of the poolenclosure. These projectors are short-throw projectors that areconfigured to project images on the interior surfaces 103 of poolenclosure 102 (e.g., floor and front and side walls). As with thecameras, the figure depicts windows in the enclosure, and the projectorsare positioned behind the windows so that their respective images areprojected through the windows and onto the enclosure surfaces. Otherembodiments may use alternative display configurations. In addition tothe displays projected into the inners surfaces of pool enclosure 102, atouchscreen monitor 122 or other type of conventional display can beprovided at the upper part of the enclosure wall to enable the swimmerto have direct manual interaction with the pool system.

In some embodiments, computer system includes components which areconfigured to enable interconnection of pool system 100 to other devicesexternal to the system (e.g., via wireless network 111). For example,computer system 110 may be configured to enable communication betweenthis system and similar pool systems 110 to enable “competitions” orother interactions between swimmers in the different systems. Any othertype of external device may also be enabled to communicate with poolsystem 100 via this network connection. The system may include variousdifferent types of technologies to enable this communication betweendevices, including ethernet, Wi-Fi, Bluetooth, or any other suitabletechnology.

Pool system 100 may include various sensors 114 which are connected tocomputer system 110, and which provide data which is input to thecomputer system to facilitate, enable or augment the interpretation oranalysis of image data received from cameras 106 and 108. For instance,sensors 114 may include depth sensors, radar sensors, acoustic sensors,or the like which assist in determining the position of the swimmer'sbody within enclosure 102. Sensors 114 may also provide data related tothe condition or operation of the pool system itself, such astemperature sensors, water level sensors, waterflow sensors, etc.

In this embodiment, pool system 100 includes a set of speakers 116 whichare installed in enclosure 102 to provide audio within the aquaticenvironment of the system. The speakers may provide audio thataccompanies a video playback, sounds associated with an applicationexecuting on computer system 110, audio signals generated as a componentof a user interface, or any other sounds that might be provided to theuser. The speakers may be used with bone conduction headphones 126 thatare worn by the user. Pool system 100 further includes a set of lights118 which are installed in enclosure 102. These lights may be, forexample, LEDs that are provided to illuminate the interior of enclosure102, provide visual effects associated with applications executing oncomputer 110, provide visual feedback as part of a user interface, etc.Pool system 110 also includes a set of bubble ports 120 which arepositioned at the forward and of enclosure 102. These ports may be usedto generate bubbles that provide sensory effects to the swimmer as partof an application for an immersive experience. Still further, poolsystem 110 includes a set of water jets 124 which can inject hot or coldwater into enclosure 102 to provide sensory effects which furtherenhance the immersive experience that is presented to the swimmer.

The features of the pool are described in more detail below.

Large video screens. Embodiments of the present invention may haveinstalled and/or projected screens that cover many surfaces in order tocreate a seamless environmental sensation. This transforms the space tofeel like a boundless world. The images projected on the screen (e.g.,the interior surfaces of the pool enclosure) can be programmed to moveat the same speed as the water flow of the pool, and in the direction ofthe user moves, so that the user feels as if they are in thatenvironment. This is accomplished by pairing the power of the flowmotor's VFD and matching it with the flow rate of the projectedenvironment. In some cases, the speed flow of the video may need toactually flow faster or slower than the actual water flow in order toaugment a sense of realism or prevent nausea. The experience does notfeel like one is watching a movie or recorded footage, but instead feelslike one is in the environment and moving seamlessly through it, just asone would if they were actually, physically in that environment.

Bubble ports. During certain experiences in the present embodiments,bubbles are released into the pool to enhance the sensation of aprojected visual environment (e.g. an underwater explosion), or be usedto indicate important events (e.g. yardage markers) in a swimming event.These bubbles are also be used to provide feedback the user can feel,similar to that of a vibration setting on a mobile phone.

Water jets. During certain moments during the use of the presentembodiments, water jets create targeted pressure streams to enhance thesensation of a projected visual environment (e.g. a whale shark“brushing” past the user). These jets are also used to provide feedbackthe user can feel, similar to that of a vibration setting on a mobilephone.

Speakers. In some embodiments, sounds are introduced into the pool tocomplement the visualized environment and deliver numerous types ofsounds and music. In these embodiments, speakers can deliver sound todevelop ambient noise, signal an alert, emphasize a planned moment,etc., which last many seconds or minutes, depending on what is bestneeded to compliment the technology experience. In some embodiments,speakers also allow therapists, coaches, physicians, and other users tocommunicate with the user in real time.

Bone Conduction Headphones. Bone conduction headphones may deliver audioto help the user discern between music, sounds and spoken words. In someembodiments, bone conduction headphones work in tandem with the otherspeakers to enhance the overall effect of any sounds. In theseembodiments, the bone conduction headphones also provide directcommunication to a user from a coach, physical therapist, competitor, orotherwise.

LED lights. LED lights can contribute to a number of features. Forinstance, through colors, some of the present embodiments use LEDs tosignal that a pool is available, occupied or needs service, that theuser requires assistance or help, or that the user has achieved agoal/status. In another example, the LEDs enhance the displayedenvironment. For example, if a digital “shark attack” is about to occur,the LEDs can illuminate the entire pool with a blinking red aura. Inanother example, LEDs provide recognition of interaction/feedback withthe pool. For example, in some embodiments, if a user selected aspecific workout, the lights quickly flash green. The lightingserves/provides a diverse variety of functions such as signalingexcessive effort, improper technique, completion of a particularregimen, pool status, and many different entertainment functions.

Hot/Cool Streams. Embodiments of the present invention may eject briefstreams of fluid that are either hot or cold in order to provide theuser a secondary sensation to compliment the visual environment. Forexample, the user might swim over an ocean trench, and the presentembodiments may introduce a cool stream that surrounds a user's body.The hot/cool jets can also be used to super cool or heat the user toimprove their endurance or ability to swim harder, longer.

Wave-Maker. Embodiments of the present invention may produce waves for anumber of reasons, such as to mimic the ocean or create a sense of openwater swimming, provide disruptive interference, signal events ortimeframes or to deliver a sensation that compliments the environment.

Flume Current. The flume-style current in the present embodiments isgenerated at the front of the pool, allowing a user to swim in place inthe center of the pool due to the fact their stroke rate and speed iscounterbalanced by the speed of the flume. The flume speed self-adjustsbased on the environment program, as well as reacts to the user's speedwhen necessary (e.g. speed up if the user increases speed).

Computers. Embodiments disclosed herein use a computer(s) (and theirsoftware and algorithms) to control the pool and its features so thatthe user experiences a seamless, personalized and dynamic experience.The present embodiment's computer is responsible for numerous tasks,such as, pre-loading a program chosen by the user, adjusting the pool'senvironment based on the activity, recognizing the user in the pool(including analyzing their movements), managing data connections betweenpools, processing any artificial intelligence data and learnings,updating its software and firmware, incorporating new technologicaladditions (physical and digital), and more.

Wifi. Embodiments of the present invention can connect to the internetso pools can receive and deliver data to and from the cloud constantlyon a real time basis. Through WiFi, these embodiments connect to othermachines, creating a mesh network where information can be shared.Networked pools offer users the ability to play games and competitionsbetween each other, deliver data on-demand or on a schedule and receiveinstant updates simultaneously, providing a unified pool experience.Networking further allows off-site management of users located in manydifferent venues by a central figure such as a therapist or coach whoremotely oversees a group on a real time basis.

Bluetooth. Embodiments disclosed herein may use wearable devices toenhance the ability to interact, react and learn from the user. Forexample, the user might wear a series of sensors on their arms and legsthat provide a clearer picture of the user's movement and efficiencythrough the water. The wearable devices transfer data to the pool toimprove the experience to better reflect the user's movement andcapability.

Cameras. Embodiments of the present invention use a series of camerasmounted in, around and/or above the pool to provide computer vision,help the computer identify the user, know who the user is (i.e. theirname, swimming background, workout history, etc.) and their movements,and then automatically adjust the pool's functions. The computer visionis used in understanding the user's interactions (i.e. directives to thecomputer), as well as states of health. For example, the computer visiondetects if a user has chosen to move to the left in an environment, orrequested the flume to increase its flow speed or accept a request tocompete in a shared real-time workout from another connected pool.Additionally, the computer vision detects if a user is in distress,automatically sending an alert for help and beginning a quick rapidresponse draining of the pool. Information acquired by the pool'scameras is shared with complimentary technologies of the system tomaximize monitoring accuracy and user safety. The computer vision alsoallows remote monitoring and assessment of each user without thenecessity of physical, on site presence.

Depth sensors. A user's position in the pool can be determined by adepth sensor. This data point helps adjust the flow of the flume speed,as well as the displayed environment around the user. Depth sensors alsodetect directions provided to the pool from the user. Information fromthe depth sensor is shared with the lasers and cameras for improvedmonitoring accuracy.

Lasers. The lasers detect a user is in the pool, and importantly monitortheir heart rate. This feature enables the pool to understand if aperson is in distress, or conversely, if they are not meeting a desiredcardiovascular goal. This data adjusts according to the biometrics ofthe user. Information acquired by the lasers is shared withcomplimentary technologies of the system to maximize monitoring accuracyand user safety.

LED Touchscreen. Some embodiments of the present invention use a screenplaced on the side of the pool to give the user the ability to providephysical, manual input to the pool system, effectively enabling the poolto be controlled without the need to analyze a user's gestures. The poolscreen also displays certain information pertinent to the user in thepool, to maintenance personnel or to emergency responders.

Referring to FIG. 2, a block diagram illustrating the flow ofinformation between components of the exemplary pool system is shown. Asdepicted in this figure, CPU 202 is coupled to cameras 204, GPU 206,game engine 208 and pool controls 210. CPU 202 is configured to managethe transfer of information between these other components of thesystem. The CPU is responsible for numerous tasks, such as pre-loading aprogram chosen by the user, adjusting the pool's environment based onthe activity, recognizing a specific user in the pool (includinganalyzing their movements), managing data connections between pools,processing any artificial intelligence data and learnings, updating itssoftware and firmware, incorporating new technological additions(physical and digital), and the like.

As noted above, cameras 204 (which include the overhead and subsurfacecameras) capture images of the swimmer within the pool enclosure. In oneembodiment, the cameras are synchronized so that each of the camerascapture images of the swimmer at the same moment time, so that the imagedata from each of the cameras corresponds to the same body position.This allows the body position of the swimmer to be determined based onmultiple images, thereby increasing the accuracy of the determination.For instance, image of the swimmer captured by one of the overheadcameras may be somewhat obscured by distortions (e.g., ripples or wavesin the water's surface) that obscure the swimmer's body position, soimages from the subsurface cameras, which are not distorted by theair-water interface, may be used to more accurately gauge the swimmer'sbody position. Images are continually captured by the cameras at aconfigurable rate (as still or video images) to enable the swimmer'smotions from one moment to the next to be determined.

The image data generated by the cameras is provided to GPU 206, whichprocesses the image data to identify the swimmer's body position at eachmoment in time. One of the unique aspects of the present embodiments isthe use of a computer vision engine in an aquatic environment. The keypoints of the body are extracted using a skeletal mapping software, andthe body's key points are provided to a game engine that executes logicthat detects when a user/swimmer makes a gesture or takes some otheraction in the pool enclosure. For example, when the swimmer stands upinstead of swims, this drives a control interface that slows or stopsthe flow of water through the pool enclosure, as well as driving adisplay interface update (e.g. to pause a projected game screen). Thecomputer vision system can also update an interface to actively provideupdates to help the swimmer improve their swimming technique and developbetter muscle memory (e.g., by showing the swimmer that in the laststroke their hand was in a less than optimal position, and providing anindicator of the proper hand position so that the swimmer can correcttheir hand position and achieve a more efficient stroke).

In one embodiment, GPU 206 executes computer vision software 212 whichprocesses the image data to identify the position of the swimmer's body.For example, GPU 206 may execute Wrinch.AI, OpenPose or another computervision platform which receive image data feeds from the cameras andprovide real-time analysis of the image data. The specific computervision platform is not important, as long as it can capture the keypositions of parts of the swimmer's body. The computer vision platformis configured to detect and recognize movement of a human in the images.The computer vision platform then layers and skeletally maps thedetected movement of the user in order to understand where the user'sbody and limbs are. In other words, the platform captures the keypoints/coordinates of the swimmer's body. Once the computer visionplatform generates this information, the information is sent to the gameengine 210.

In one embodiment, the image data from the cameras is also provided to asecond application which is configured to interpret the image data andanalyze the data for purposes of physiological analysis. For instance,this application may determine the number of strokes performed by theswimmer in the images, the stroke force velocity of the swimmer, etc.

When the swimmer's body position data has been generated by the computervision platform, this information is conveyed by CPU 202 to game engine210. In one embodiment, game engine 210 may be implemented using anapplication such as Unity. Game engine 210 receives the key points ofthe swimmer's body position from the CPU and executes logic to detectand identify gestures and other movements represented by the bodyposition. For example, the game engine detects when the user/swimmerstands up instead of swims. When this occurs, the game engine drives aninterface update that pauses the projected display 216 (e.g., a gamescreen or interactive experience), and also generates signals that areprovided to the pool control system 214 to cause the water flow throughthe pool to decrease or stop.

Game engine 210 can also help swimmers improve their swimming techniquethrough by providing an interface that adjusts based on the swimmer'sreal time body movement. The GPU's detailed monitoring of the swimmer'smovements provides data for analysis of the swimmer's body position todetermine the swimmer's stroke mechanics and efficiencies (ornon-efficiencies). In some embodiments, a display is provided to theuser which shows the swimmer's body position in real time withcoaching/training indicators showing how the swimmer's stroke can beimproved (see, e.g., FIGS. 8-10). By providing real time feedback of theswimmer's movements with these indicators, the system enables theswimmer to adjust their stroke for better performance.

Referring to FIG. 3, a diagram illustrating the identification of aswimmer's body position in an image received from one of the overheadcameras is shown. As described above, an image 300 from one of theoverhead cameras is provided to the GPU for analysis. Within image 300is the swimmer 302 (indicated by the dashed lines). The computer visionplatform analyzes the image, identifying portions of the image whichcomprise portions of the swimmer's body (e.g., torso, head, arms, legs,etc.). The recognized portions of the swimmer's body are analyzed toidentify key points in the swimmer's body position. These points arerepresented by the solid lines which are shown on the image. It shouldbe noted that these lines are not part of the original image, but aregenerated by the computer vision platform to represent the swimmer'sbody as captured in the image. Data corresponding to the key pointsrepresented by the lines is generated and stored by the computer visionplatform for further processing.

As depicted in the figure, the key points recognized by the computervision platform include the positions of the swimmer's torso, shoulders,elbows, wrists, fingers, etc. data indicating the identified key pointsin the image are provided to the game engine for analysis. The keypoints are analyzed to detect and identify gestures made by the swimmerthat should be interpreted as control inputs by the swimmer (e.g.,selecting a button, stopping the water flow through the pool enclosure,etc.), as well as movements of the swimmer which are analyzed forpurposes of monitoring the swimmer's activity and health.

In the example of FIG. 3, it can be seen that analysis of image 300determines that the fingers of the swimmer's left hand (at the top ofthe figure) are extended, and that the hand is open. The open hand maybe recognized as a part of the normal swimming motion, rather than aspecific gesture. If it were instead determined that the fingers of theswimmer's hand were curled into a fist, or if only a single finger or athumb were extended, this might be interpreted as a specific gesture bythe swimmer. If such a gesture were identified by the game engine, itwould generate one or more corresponding control inputs which would beprovided to the display or control systems of the pool.

It should be noted that the specific gestures which are recognized bythe system, as well as the inputs, functions or other control signalswhich are generated in response to the specific gestures, areconfigurable. As indicated above, control gestures may include, forexample, custom gestures such as a closed fist, an extended finger orthumb, a nod or a shake of the head, etc. When one of these customgestures is detected, the system is configured to take correspondingactions that are defined for these gestures. The custom gestures may bespecific to particular applications or controls and may result in thegeneration of different control inputs depending upon the context of thesystem or application when the gesture is made, or they may be definedso that they are interpreted as the same input across multipleapplications or contexts.

The gesture or motion which is detected by the computer vision platformmay involve the analysis of individual images, or a series of images,depending upon the context and the gesture. For instance, it may bepossible for the system to detect a gestures such as a closed first or asingle extended finger based on the analysis of a single image. Othergestures (e.g., a nod of the head or a wave of the hand) may requireanalysis of multiple images (e.g., frames of a video stream) in order toidentify the gesture, since these gestures are based on differences inthe swimmer's body position over time.

It should also be noted that the identification of a gesture or motionof the swimmer's body may require analysis of images from two or more ofthe cameras in the pool system. For example, it can be seen in FIG. 3that portions of the swimmer's body are not fully visible within thisimage. In particular, the swimmer's right forearm and hand are notvisible because they are extended downward as the swimmer pulls throughthe stroke with the right arm. The right forearm and hand are thereforeobscured by the elbow, as well as being distorted by disturbances at thesurface of the water. Similarly, the swimmer's left lower leg and footare not clearly visible in the image because they are positioned belowthe surface of the water and are obscured by distortions fromdisturbances at the surface of the water. Since these portions of theswimmer's body or not clearly visible in the image from the overheadcamera, the system may examine this image in conjunction with imagescaptured by one or more of the other cameras. For instance, particularlywith respect to the hands of the swimmer, images from one or more of thesubsurface cameras may provide a more close-up view of the swimmer, aswell as providing a view without the distortion caused by disturbancesat the air-water interface. Therefore, in one embodiment, the computervision platform may determine the general position of the user's bodybased on the image from an overhead camera, and may then use the imagedata from a subsurface camera to refine the positions of the relevantkey points (e.g., the positions of the fingers of the swimmer's lefthand in the example of FIG. 3.

Referring to FIGS. 4A-4B, examples of gestures/actions of a user tocontrol the operation of a flume swimming pool in accordance with someembodiments are shown. FIG. 4A is a first example of a gesture ormovement of a user/swimmer that is used to control the operation of apool. As depicted in this figure, the user/swimmer's body is in avertical or upright position (i.e., the user/swimmer is standing) in thewater within the pool enclosure. The cameras of the pool system capturean image of the user/swimmer's body and interpret this position as a“standing” position. The standing position is programmed into the systemas a gesture/action which indicates that the user/swimmer is notswimming, and is therefore interpreted as a user input indicating thatthe flow of water through the pool enclosure is to be stopped or paused.This standing position is also interpreted in this embodiment as agesture/action which indicates that a video application which is beingdisplayed to the user/swimmer (e.g., projected onto one or more interiorsurfaces of the pool enclosure) is to be paused.

FIG. 4B is another example of a gesture/movement of a user/swimmer thatis used to control the operation of the pool. In this figure, the bodyof the user/swimmer pushes forward into the water with theuser/swimmer's torso moving toward a generally horizontal position. Thisgesture/movement is captured by the system's cameras, and the computervision platform interprets this gesture action as representing a controlinput to begin (or un-pause) operation of the pool and/or display of anexperience/application that is being displayed to the user/swimmer. Thepool system is programmed to associate corresponding actions with thisinput, including starting/increasing the flow of water through the poolenclosure and starting/continuing the display of theexperience/application to the user/swimmer. While the user/swimmercontinues to swim in the pool enclosure, the system continues torecirculate water through the enclosure and project the user experiencedisplay on the interior walls of the enclosure. When the user/swimmerchooses to stop swimming, they will discontinue the swimming motion andbegin to move toward the standing position. This gesture/motion isprogrammed by the system to correspond to control inputs which, again,stop the flow of water through the enclosure and pause the display ofthe user experience.

In some embodiments, using data input by the user or by performingphysiological analysis of the user (using facial, gestural or otherbiometrics), a user profile of the user is generated. Each user isassigned values against their skeletal movement, and the values arerecorded in a database of recorded skeletal movement. Then, the systemcan determine who is in the pool by comparing the computer visionanalysis of the user currently using the system against the database toidentify the user. Facial composition or other unique physical definingcharacteristics can also be measured and compared against the database.When the system detects a complete match of the current user'sinformation with information for a user in the database, the systemrecognizes the identified user profile as the user in the water. Thisprocess can function with multiple users concurrently.

Referring to FIGS. 5A-5E, several additional examples of gestures whichmay be made by a user/swimmer to provide control inputs for the poolsystem in some embodiments are shown. Each of these figures shows aswimmer within the field of view of a camera which captures an image (orimages) of the user/swimmer making a specific gesture as they swim. FIG.5A shows the user/swimmer with their leading arm (the left arm) in twoslightly different positions. The image processed by the computer visionsystem actually captures the user/swimmer's arm in only one position—theother arm position is provided in the figure for reference. In thisfigure, the arm position 500 which is slightly to the left representsthe position of the arm when the user is swimming straight. Thisposition is determined by the computer vision platform based on imagedata which was previously captured at a time when the user/swimmer wasassumed to be swimming in a straight line. The arm position 502 which isslightly to the right represents the position of the arm when the useris attempting to veer to the left while swimming. This positioning ofthe arm slightly to the user's left (in comparison to the position ofthe arm while swimming in a straight line) is interpreted as agesture/motion which indicates a user input or control input which isintended to cause the user experience to veer to the left. Accordingly,the pool system generates an image corresponding to a slight veer to theleft, and this image is displayed to the user in this embodiment,projected onto the interior wall(s) of the pool enclosure. The flow ofwater through the enclosure or water jets within the enclosure may alsobe adjusted to simulate for the user/swimmer a slight turn to the left.

FIG. 5B shows the user/swimmer waving their left-hand as it is extendedforward. The waving motion is indicated by the double-headed arrowacross the user/swimmer's hand. This gesture is detected based onmultiple images/frames, since the gesture is a movement of the hand,rather than simply a specific position of the hand. The depictedposition of the hand with splayed fingers could interpreted as aseparate, position-based gesture (distinct from the motion-based wavegesture in which the hand position is identified as moving back andforth). When the waving gesture/motion is detected, the pool systemtakes one or more corresponding actions that are associated with thisgesture/motion. These actions may include providing inputs to anapplication, controlling the operation of the pool, updating the imagesdisplayed to the user via the in-pool projectors, etc. In someembodiments, this gesture/motion is interpreted in the same manner,whether the wave is made by the right or left hand.

FIG. 5C shows the user/swimmer nodding their head up and down asindicated by the substantially vertical double-headed arrow. Again,since this gesture a motion of the head, rather than a single detectedposition of the head, it is detected based on image data from multipleimages or frames. When this nodding gesture/motion is detected, thesystem interprets the gesture/motion in accordance with the programmingof the game engine, and appropriate, corresponding actions associatedwith the gesture/motion are taken in response to detection of thegesture/motion. In some embodiments, the nodding of the head isinterpreted as an affirmative response (e.g., “yes” or “okay”). FIG. Dshows the user swimmer shaking their head from side to side as indicatedby the substantially horizontal double-headed arrow in the figure. Thisgesture/motion is detected and interpreted in substantially the samemanner as the nodding gesture/motion. Since the head-shakinggesture/motion is distinct from the nodding gesture/motion, thehead-shaking, gesture/motion is given distinct, correspondinginterpretation as programmed into the game engine. In some embodiments,the shaking of the head is interpreted as a negative response (e.g.,“no” or “dismiss”).

FIG. 5E shows the user/swimmer making a closed fist with their leadinghand this gesture can be detected in a single image, so there is no needto compare multiple images in order to detect motion of theuser/swimmer's hand (as with the wave). The game engine can thereforedetect the gesture based on the body position information received fromthe computer vision platform. As with the other gestures, when theclosed-fist gesture is detected by the game engine, it interprets thisgesture as previously programmed.

Referring to FIG. 6, a flow diagram illustrating the operation of thecomputer vision platform and game engine in relation to tracking theperformance of the swimmer in accordance with some embodiments is shown.As depicted in this figure, and image frame is first received 602. Thecomputer vision platform then identifies key points of theuser/swimmer's body position 604. The identified key points are theninterpreted to determine whether or not the user is swimming 606. If theuser is not swimming, the computer vision platform receives anotherimage frame 602 from the cameras and the process repeats. If it isdetermined from the identified key points that the swimmer is swimming,the swimmer's stroke count is updated 608 by a process illustrated inFIG. 7, which is described in more detail below. The “fist” state (inwhich the user's fingers are curled into a fist) is then updated 610.After updating the fist state, a new image frame is received 602 and theprocess repeats.

The computer vision system determines whether or not the a user isactively swimming in the pool (i.e. whether the system is in theswimming state) based on the analysis and interpretation of image framesreceived from the pool system's cameras. In one embodiment, this isaccomplished by determining from the image frames whether the followingconditions are met in seven of the last 30 image frames: (1) thedistance in the X axis from the user's neck to the user's hip is greaterthan 100 pixels; and (2) the position of the hip and the X axis issmaller than the position of the neck in the y-axis, or vice versa,depending upon the camera and pool orientation defined by the user. Inone embodiment, a frame is counted twice instead of once if bothconditions (1) and (2) are met and either of the user's arms isextended.

In some embodiments, the computer vision system determines the fiststate (i.e., whether or not one of the user's hands is forming a fist)by determining whether the following conditions are met in 11 of thelast 30 image frames: (1) either the right or left arm is stretchedforward; and (2) there are no more than two extended fingers on the handof the arm that is stretched forward. In one embodiment, if at leastthree fingers of the hand on the extended arm are not extended in animage frame, that frame is counted as four frames instead of one.

Referring to FIG. 7, a state diagram illustrating the manner in whichthe user/swimmer's strokes are counted in accordance with someembodiments is shown. As depicted in this figure, a stroke is countedeach time the swimmer extends one of their arms from a position in whichthe elbow is behind the swimmer's neck to a stretched (forward)position. The state diagram includes four states: waiting for right armbehind (WRAB); waiting for right arm to be stretched (WRAS); waiting forleft arm behind (WLAB); and waiting for left arm to be stretched (WLAS).The transitions between these states are dependent upon the positions ofthe swimmer's arms and elbows as identified by the computer visionplatform.

The process may begin in any one of the four possible states. It will beassumed for the purpose of explaining the diagram that the system isinitially in the WRAB state (at the right side of the diagram). Whilethe system is in this state, the computer vision platform examines thenext image frame and determines whether the position of the right elbowas seen in this image frame is behind the swimmer's neck. If not, thesystem remains in this state and the next image frame is analyzed. Ifthe system determines that the right elbow is behind swimmer's neck, thesystem transitions to the WRAS state. While in this state, the systemexamines the next image frame and determines whether the right arm isstretched. If not, the system remains in the WRAS state and the nextimage frame is analyzed. If the image frame is interpreted as showingthat the right arm is stretched, the system increments the stroke countand moves to the WLAB state. In this state, the next image frame isexamined to determine whether the left elbow is positioned behind theswimmer's neck. If not, the system remains in this state and the nextframe is analyzed. If the computer vision system determines from theimage frame that the left elbow is positioned behind the swimmer's neck,the system transitions to the WLAS state. In this state, the next imageframe is analyzed to determine whether the left arm of the swimmer isstretched. If not, the system remains in this state and the next imageframe is analyzed. If the image frame is interpreted to show that theleft arm is stretched, the stroke count is incremented, and the systemmoves to the WRAB state. This process repeats as long as the system isin the swimming state.

As noted above, the game engine of the pool system is configured tomonitor the activity of the user and to track the user's performance.The game engine may be configured to collect, store and analyze data foreach user, track fitness progress with metrics such as distance,calories, time, etc., and generate statistics for display to the user.The system may also be configured to collect and analyze user data on abackend system which can store the data in the cloud and text the datato the user upon completion of a swim. The data can also be utilized bytherapists, physicians and coaches in assessing the user's progress andadjusting their routines or techniques based on this digital feedback.

Referring to FIG. 8, a diagram illustrating an interface display whichis generated by the game engine in accordance with some embodiments isshown. As depicted in this figure, the interface is configured topresent a number of performance metrics which are related to the user'sswimming activity using the displays that are projected onto theinterior surface of the pool enclosure. In this example, the interface800 includes an indicator of the number of calories burned by the user802, an indicator of the estimated distance traveled 804, an indicatorof the pace 806 at which the user is swimming, an indicator of thecurrent time 808, an indicator of the distance 810 traveled by theswimmer per stroke, an indicator of the efficiency of the swimmer 812(including average, current and best efficiency values), and anindicator 814 of the stroke rate of the user.

The user interface displayed to the swimmer in the pool enclosure mayalso include information that facilitates interaction of the user withthe system. For instance, as shown in FIG. 9, the user interface mayprovide tips to the user relating to the control of the system. In theexample depicted in this figure, the display provides a reminder to theuser that specific gestures can be used to provide input to a simulateduser experience. In this case, the user is reminded that, by making afist with the right hand, the simulated experience can be caused to turnto the right. Similar displays can be provided to illustrate othergestures as well, such as a head nod, a head shake, a hand wave, an armsignal, start (stand) and stop gestures, etc.

As mentioned above, the user interface displayed to the user/swimmer mayprovide information which assists the user/swimmer in correcting orimproving their stroke. Referring to FIG. 10, an example of such aninterface is illustrated. In this example, the display 1000 includes areal time image 1002 of the swimmer from the perspective of one of theoverhead cameras. One or more coaching/training indicators are overlaidonto the real time imagery of the user/swimmer to let them know how toimprove their stroke. Specifically, the coaching/training indicatorsinclude a gauge 1004 which provides a measure of the user/swimmer'sreach. A marker is overlaid onto each of the users wrists (marker 1006indicates the position of the right wrist, and marker 1008 indicates theposition of the left wrist). As the user/swimmer reaches forward, theposition of the marker on bar 1004 provides an indication of how farforward the user/swimmer is reaching. As the user/swimmer completes thisstroke and begins reaching forward with the left arm, a similar gauge isoverlaid on the image above their left arm so that they can view thereach of this arm as well. Interface 1000 also provides a horizontalindicator 1010 near the top of the display that indicates a stroketempo—essentially a metronome that can provide a reference for theswimmer to encourage a certain number of strokes per minute. Indicator1010 includes a marker 1012 that moves back and forth at the desiredstroke rate. When marker 1012 is at the farthest point to the left, theswimmer should be extending their left arm to its greatest reach. Whenmarker 1012 is at the farthest point to the right, the swimmer's rightarm should be at its greatest reach. The interface display also includesa stroke count 1014 at the top of the display to allow the user/swimmerto track their activity. These indicators allow the user/swimmer toobjectively view how well they are executing each stroke, and to adjustand improve their swimming performance.

Embodiments of the present invention can be installed in people's homesor apartments, fitness centers and gyms of various sizes, water parks,hospitals and rehabilitation facilities centers, community centers, andthe like. Additionally, groups of these pools may be placed in speciallydesigned fitness studios in order to create a communal environment(e.g., similar to that of SoulCycle). These studios will be able tobetter serve communities to enhance pool accessibility, enabling morepeople to participate in the experience.

No matter where a pool is installed, the present embodiments candigitally connect the pool to the cloud, and consequently to any othersimilarly enabled pool. Providing digital connections to the cloud andother pools enables communication between pools, provides sharedexperiences between users, allows the sharing of data related to usermonitoring, and enables the pool to update its software and firmwareremotely.

There are a number of ways in which a user can interact with the poolsas disclosed herein. For instance, a user can reserve a pool for aspecific time, essentially locking it so no one else may use the pool.This may be useful in a situation where multiple smart pools are groupedtogether. Further, a user can program the pool with a pre-selectedworkout so that when the user arrives, the pool is ready to initiate thedesired experience. A user can also request that the pool record andshare data with the user's data diary, as well as with otheruser-approved users. While swimming, the user may press physical buttonsin or on the pool, or use gestures to reserve a pool, program the pool,record data during a workout, enter into a competition, select variousfeatures during a workout, select a workout experience choice, createand respond to messages, initiate communication with a coach, therapistor other user, request pool maintenance or signal need for immediatehelp.

The present embodiments can be interacted with by professional,operational, tech or lifeguard staff for reasons including thefollowing:

-   -   assess the user on many different levels ranging from        competitive technique to optimal physical rehabilitation effort;    -   determine if the pool is currently being used;    -   determine how long the pool has been used;    -   understand the status of technology components, providing        diagnostics of pool;    -   be alerted to pool problems, and be able to try and fix the some        issues remotely;    -   determine the status of the pool's software or firmware, and        enable the staff to update the pool as needed, or to        automatically set update schedules for the pool;    -   send emergency messages or alerts to anyone in the pool; and    -   receive and respond to emergency alerts from a user in the pool,        including initiating a draining a pool in case of an emergency.

As noted above, embodiments of the technology are implemented using acomputer system. Any suitable combination of mobile desktop, servermachine, embedded or other types of hardware may be used. One exemplaryembodiment may be implemented in a distributed network computingenvironment. The computing environment in this embodiment may include aclient computer system and a server computer system connected to anetwork (e.g., a local area network (LAN), a wide area network (WAN)such as the Internet, mobile network, or other type of network orcombination thereof). The network may represent a combination of wiredand wireless networks that network computing environment may utilize forvarious types of network communications.

The computer system may include, for example, a computer processor andassociated memory. The computer processor may be an integrated circuitfor processing instructions, or may comprise one or more cores ormicro-cores of a processor. The memory may include volatile memory,non-volatile memory, semi-volatile memory or a combination thereof. Thememory, for example, may include RAM, ROM, flash memory, a hard diskdrive, a solid-state drive, an optical storage medium (e.g., CD-ROM), orother computer readable memory or combination thereof. The memory mayimplement a storage hierarchy that includes cache memory, primary memoryor secondary memory. In some embodiments, the memory may include storagespace on a data storage array. The client computer system may alsoinclude input/output (“I/O”) devices, such as a keyboard, monitor,printer, electronic pointing device (e.g., mouse, trackball, stylus,etc.), or the like. The client computer system may also include acommunication interface, such as a network interface card, to interfacewith the network.

A processor can include a system with multiple processing units,dedicated circuitry for achieving functionality, or other systems.Processing need not be limited to a geographic location, or havetemporal limitations. The memory may store instructions executable bythe processor. For example, the memory may include an operating systemor processing program, a server program configured to extend thefunctionality of the page processing program or other server code.Application server code can be executable to receive requests fromclient computers, generate server files and return files in response.

Embodiments described herein can be implemented using control logic insoftware or hardware or a combination of both. The control logic may bestored in an information storage medium, such as a computer-readablemedium, as a plurality of instructions adapted to direct an informationprocessing device to perform a set of steps disclosed in the variousembodiments. Based on the disclosure and teachings provided herein, aperson of ordinary skill in the art will appreciate other ways and/ormethods to implement the invention. Steps, operations, methods, routinesor portions thereof described herein be implemented using a variety ofhardware, such as CPUs, application specific integrated circuits,programmable logic devices, field programmable gate arrays, optical,chemical, biological, quantum or nanoengineered systems, or othermechanisms.

Any particular routine can execute on a single computer processingdevice or multiple computer processing devices, a single computerprocessor or multiple computer processors. Data may be stored in asingle storage medium or distributed through multiple storage mediums.

Although the steps, operations, or computations may be presented in aspecific order, this order may be changed in different embodiments. Insome embodiments, some steps may be omitted. Further, in someembodiments, additional or alternative steps may be performed. In someembodiments, to the extent multiple steps are shown as sequential inthis specification, some combination of such steps in alternativeembodiments may be performed at the same time. The sequence ofoperations described herein can be interrupted, suspended, or otherwisecontrolled by another process, such as an operating system, kernel, etc.The routines can operate in an operating system environment or asstand-alone routines. Functions, routines, methods, steps and operationsdescribed herein can be performed in hardware, software, firmware or anycombination thereof.

It will be appreciated that one or more of the elements depicted in thedrawings/figures can also be implemented in a more separated orintegrated manner, or even removed or rendered as inoperable in certaincases, as is useful in accordance with a particular application.Additionally, any signal arrows in the drawings/figures should beconsidered only as exemplary, and not limiting, unless otherwisespecifically noted.

In the description herein, numerous specific details are provided, suchas examples of components and/or methods, to provide a thoroughunderstanding of embodiments of the invention. One skilled in therelevant art will recognize, however, that an embodiment may be able tobe practiced without one or more of the specific details, or with otherapparatus, systems, assemblies, methods, components, materials, parts,and/or the like. In other instances, well-known structures, components,systems, materials, or operations are not specifically shown ordescribed in detail to avoid obscuring aspects of embodiments of theinvention. While the invention may be illustrated by using a particularembodiment, this is not and does not limit the invention to anyparticular embodiment and a person of ordinary skill in the art willrecognize that additional embodiments are readily understandable and area part of this invention.

As used herein, the terms “comprises,” “comprising,” “includes,”“including,” “has,” “having,” or any other variation thereof, areintended to cover a non-exclusive inclusion. For example, a process,product, article, or apparatus that comprises a list of elements is notnecessarily limited only those elements but may include other elementsnot expressly listed or inherent to such process, product, article, orapparatus.

Furthermore, the term “or” as used herein is generally intended to mean“and/or” unless otherwise indicated. For example, a condition A or B issatisfied by any one of the following: A is true (or present) and B isfalse (or not present), A is false (or not present) and B is true (orpresent), and both A and B are true (or present). As used herein, a termpreceded by “a” or “an” (and “the” when antecedent basis is “a” or “an”)includes both singular and plural of such term, unless clearly indicatedwithin the claim otherwise (i.e., that the reference “a” or “an” clearlyindicates only the singular or only the plural). Also, as used in thedescription herein and throughout the meaning of “in” includes “in” and“on” unless the context clearly dictates otherwise.

Reference throughout this specification to “one embodiment”, “anembodiment”, or “a specific embodiment” or similar terminology meansthat a particular feature, structure, or characteristic described inconnection with the embodiment is included in at least one embodimentand may not necessarily be present in all embodiments. Thus, respectiveappearances of the phrases “in one embodiment”, “in an embodiment”, or“in a specific embodiment” or similar terminology in various placesthroughout this specification are not necessarily referring to the sameembodiment. Furthermore, the particular features, structures, orcharacteristics of any particular embodiment may be combined in anysuitable manner with one or more other embodiments. It is to beunderstood that other variations and modifications of the embodimentsdescribed and illustrated herein are possible in light of the teachingsherein and are to be considered as part of the spirit and scope of theinvention.

Additionally, any examples or illustrations given herein are not to beregarded in any way as restrictions on, limits to, or expressdefinitions of, any term or terms with which they are utilized. Instead,these examples or illustrations are to be regarded as being describedwith respect to one particular embodiment and as illustrative only.Those of ordinary skill in the art will appreciate that any term orterms with which these examples or illustrations are utilized willencompass other embodiments which may or may not be given therewith orelsewhere in the specification and all such embodiments are intended tobe included within the scope of that term or terms. Language designatingsuch nonlimiting examples and illustrations includes, but is not limitedto: “for example,” “for instance,” “e.g.,” “in one embodiment.”

Thus, while the invention has been described with respect to specificembodiments thereof, these embodiments are merely illustrative, and notrestrictive of the invention. Rather, the description is intended todescribe illustrative embodiments, features and functions in order toprovide a person of ordinary skill in the art context to understand theinvention without limiting the invention to any particularly describedembodiment, feature or function, including any such embodiment featureor function described. While specific embodiments of, and examples for,the invention are described herein for illustrative purposes only,various equivalent modifications are possible within the spirit andscope of the invention, as those skilled in the relevant art willrecognize and appreciate.

As indicated, these modifications may be made to the invention in lightof the foregoing description of illustrated embodiments of the inventionand are to be included within the spirit and scope of the invention.Thus, while the invention has been described herein with reference toparticular embodiments thereof, a latitude of modification, variouschanges and substitutions are intended in the foregoing disclosures, andit will be appreciated that in some instances some features ofembodiments of the invention will be employed without a correspondinguse of other features without departing from the scope and spirit of theinvention as set forth. Therefore, many modifications may be made toadapt a particular situation or material to the essential scope andspirit of the invention.

Benefits, other advantages, and solutions to problems have beendescribed above with regard to specific embodiments. However, thebenefits, advantages, solutions to problems, and any component(s) thatmay cause any benefit, advantage, or solution to occur or become morepronounced are not to be construed as a critical, required, or essentialfeature or component.

What is claimed is:
 1. A system comprising: a flume pool; one or morecameras, including a first, overhead camera positioned above a waterlevel of the pool and configured to capture images of a swimmer's bodyin the pool at least partially through an air-water interface; and oneor more computer processors configured to receive images from the one ormore cameras, determine from the received images a body position of theswimmer's body in the pool, detect in the body position a definedgesture by the swimmer, and in response to detecting the definedgesture, invoke a control operation of the flume pool.
 2. The system ofclaim 1, wherein the one or more computer processors include a graphicsprocessing unit (GPU) which is configured to determine the body positionfrom the received images and to generate skeletal body position data. 3.The system of claim 2, wherein the one or more computer processorsfurther include a game engine which is configured to receive theskeletal body position data from the GPU, identify the defined gesturefrom the skeletal body position data, and generate one or more controloutputs corresponding to the defined gesture.
 4. The system of claim 3,wherein the one or more computer processors further include a centralprocessing unit (CPU) which is configured to transfer of the skeletalbody position data from the GPU to the game engine and to transfer thecontrol outputs from the game engine to one or more control systems ofthe pool.
 5. The system of claim 2, wherein the one or more camerasinclude a second, below-surface camera positioned below the water levelof the pool and configured to capture images of the swimmer's body inthe pool.
 6. The system of claim 5, wherein the one or more camerasinclude at least one additional below-surface camera positioned belowthe water level of the pool and configured to capture images of theswimmer's body in the pool.
 7. The system of claim 5, wherein thebelow-surface camera is configured to capture close-up images of aportion of the swimmer's body.
 8. The system of claim 5, wherein the GPUis configured to: determine the body position using the images capturedby the overhead camera as a primary data reference; and when the GPU isunable to determine the body position based on the images captured bythe overhead camera, determine the body position using the imagescaptured by the below-surface camera as a secondary data reference. 9.The system of claim 1, wherein the one or more cameras include at leastone additional overhead camera positioned above the water level of thepool and configured to capture images of the swimmer's body in the poolat least partially through the air-water interface.
 10. The system ofclaim 1, wherein the defined gesture comprises a defined movement orposition of the swimmer's head.
 11. The system of claim 1, wherein thedefined gesture comprises a defined movement or position of theswimmer's hand.
 12. The system of claim 1, wherein the control operationcomprises changing a rate at which water is circulated through the pool.13. The system of claim 12, wherein in response to the swimmer standingin the pool, circulation of the water through the pool is paused. 14.The system of claim 12, wherein in response to the swimmer pushingforward from a standing position in the pool, circulation of the waterthrough the pool is resumed.
 15. The system of claim 1, furthercomprising a user interface configured to display to the swimmer a realtime image of the swimmer overlaid with one or more coaching/trainingindicators.
 16. The system of claim 15, wherein the coaching/trainingindicators indicate an actual position of a part of the swimmer's bodyin relation to a desired position of the part of the swimmer's body. 17.The system of claim 15, wherein the one or more computer processors arefurther configured to track the swimmer's activity based on the detectedbody position over time and to maintain one or more cumulativeperformance metrics.
 18. The system of claim 1, wherein the one or morecomputer processors are further configured to, in response to detectingthe defined gesture, control a user experience application which isexecuting on the one or more computer processors, and which is beingdisplayed to the swimmer via an in-pool display.
 19. The system of claim18, wherein the display of the user experience application issynchronized with a flow of water through the pool.